ray reordering with shuffle LUT
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| // Tried this, and it was marginally slower | |
| // | |
| // Some notes about this: | |
| // 1. Seperate hit/miss arrays force me to use a lot more stack than I did before, and | |
| // probably doesn't use the cache quite as well. | |
| // | |
| // ->Answer: no, I was thinking still 1 array, still filling it from both ends, | |
| // just with 16 slots worth of padding in the middle! Something like this. | |
| // Group hits left->right, misses right->left | |
| // Label is hit flag for lane 0, 1, 2, 3 | |
| // | |
| // NOTE: top and bottom halves of this table are actually identical. | |
| // This way is clearer, but if you want to save the cache space, feel free | |
| // to only store half of it. | |
| static const __m128i SHUFFLE_TABLE[16] = { | |
| #define DWORD_IND(i) ((i)*4 + 0), ((i)*4 + 1), ((i)*4 + 2), ((i)+4 + 3) | |
| #define SHUFFLE(a,b,c,d) _mm_setr_epi8(DWORD_IND(a), DWORD_IND(b), DWORD_IND(c), DWORD_IND(d)) | |
| SHUFFLE( 3,2,1,0), // 0 0 0 0 | |
| SHUFFLE(0, 3,2,1), // 1 0 0 0 | |
| SHUFFLE(1, 3,2,0), // 0 1 0 0 | |
| SHUFFLE(0,1, 3,2), // 1 1 0 0 | |
| SHUFFLE(2, 3,1,0), // 0 0 1 0 | |
| SHUFFLE(0,2, 3,1), // 1 0 1 0 | |
| SHUFFLE(1,2, 3,0), // 0 1 1 0 | |
| SHUFFLE(0,1,2, 3), // 1 1 1 0 | |
| SHUFFLE(3, 2,1,0), // 0 0 0 1 | |
| SHUFFLE(0,3, 2,1), // 1 0 0 1 | |
| SHUFFLE(1,3, 2,0), // 0 1 0 1 | |
| SHUFFLE(0,1,3, 2), // 1 1 0 1 | |
| SHUFFLE(2,3, 1,0), // 0 0 1 1 | |
| SHUFFLE(0,2,3, 1), // 1 0 1 1 | |
| SHUFFLE(1,2,3, 0), // 0 1 1 1 | |
| SHUFFLE(0,1,2,3 ), // 1 1 1 1 | |
| #undef SHUFFLE | |
| #undef DWORD_IND | |
| }; | |
| uint32 pHitMissIDs[MAX_TRACER_SIZE+16]; | |
| size_t nHits = 0; | |
| size_t firstMiss = MAX_TRACER_SIZE + 16; | |
| // Invariant: | |
| // pHitMissIDs[0:nHits] contains hits (left bound inclusive, right exclusive) | |
| // pHitMissIDs[firstMiss:MAX_TRACER_SIZE+16] contains misses | |
| // rest of array contains garbage | |
| const char* pRays = (const char*) frame.pRays; | |
| for( size_t i=0; i<nGroups; i++ ) | |
| { | |
| uint64 hits = frame.pMasks[i]; | |
| uint64 hit_lo = (hits & 0x0f); | |
| uint64 hit_hi = (hits & 0xf0)>>4; | |
| uint64 nHit_lo = _mm_popcnt_u64(hit_lo); | |
| uint64 nHit_hi = _mm_popcnt_u64(hit_hi); | |
| // load lo/hi ID pairs | |
| // NOTE: These are 32-bit, because they're byte offsets from start of ray array | |
| // This enables the ray read to avoid using shifts to multiply by sizeof(Ray) | |
| // Could try doing the shuffles with m256, but stores would need an extract, which defeats the purpose | |
| uint32* __restrict pPacketRayIDs = pPackets[i]->RayOffsets; | |
| __m128i id_lo = _mm_load_si128( (__m128i*) pPacketRayIDs ); | |
| __m128i id_hi = _mm_load_si128( (__m128i*) (pPacketRayIDs+4) ); | |
| // store hit/miss IDs | |
| __m128i vhitmiss_lo = _mm_shuffle_epi8( id_lo, SHUFFLE_TABLE[hit_lo] ); | |
| __m128i vhitmiss_hi = _mm_shuffle_epi8( id_hi, SHUFFLE_TABLE[hit_hi] ); | |
| _mm_storeu_si128( (__m128i*)&pHitMissIDs[nHits], vhitmiss_lo ); | |
| _mm_storeu_si128( (__m128i*)&pHitMissIDs[firstMiss-4], vhitmiss_lo ); | |
| nHits += nHit_lo; | |
| firstMiss -= 4 - nHit_lo; | |
| _mm_storeu_si128( (__m128i*)&pHitMissIDs[nHits], vhitmiss_hi ); | |
| _mm_storeu_si128( (__m128i*)&pHitMissIDs[firstMiss-4], vhitmiss_hi ); | |
| nHits += nHit_lo; | |
| firstMiss -= 4 - nHit_lo; | |
| } |
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